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-rw-r--r--mwe/ecs-homemade/CMakeLists.txt17
-rw-r--r--mwe/ecs-homemade/inc/ComponentManager.h55
-rw-r--r--mwe/ecs-homemade/inc/ComponentManager.hpp127
-rw-r--r--mwe/ecs-homemade/inc/Components.h33
-rw-r--r--mwe/ecs-homemade/inc/GameObjectMax.h20
-rw-r--r--mwe/ecs-homemade/inc/GameObjectMax.hpp7
-rw-r--r--mwe/ecs-homemade/src/ComponentManager.cpp23
-rw-r--r--mwe/ecs-homemade/src/Components.cpp11
-rw-r--r--mwe/ecs-homemade/src/GameObjectMax.cpp7
-rw-r--r--mwe/ecs-homemade/src/main.cpp59
10 files changed, 359 insertions, 0 deletions
diff --git a/mwe/ecs-homemade/CMakeLists.txt b/mwe/ecs-homemade/CMakeLists.txt
new file mode 100644
index 0000000..6267c1a
--- /dev/null
+++ b/mwe/ecs-homemade/CMakeLists.txt
@@ -0,0 +1,17 @@
+cmake_minimum_required(VERSION 3.5)
+project(ecs-homemade)
+
+# Set the C++ standard (optional, but good practice)
+set(CMAKE_CXX_STANDARD 17)
+set(CMAKE_CXX_STANDARD_REQUIRED True)
+
+# Use the debug mode (otherwise breakpoints are not compiled)
+set(CMAKE_BUILD_TYPE Debug)
+
+add_executable(ecs-homemade
+ src/main.cpp
+ src/ComponentManager.cpp
+ src/Components.cpp
+ src/GameObjectMax.cpp
+)
+target_include_directories(ecs-homemade PRIVATE "${CMAKE_SOURCE_DIR}/inc")
diff --git a/mwe/ecs-homemade/inc/ComponentManager.h b/mwe/ecs-homemade/inc/ComponentManager.h
new file mode 100644
index 0000000..d368516
--- /dev/null
+++ b/mwe/ecs-homemade/inc/ComponentManager.h
@@ -0,0 +1,55 @@
+#pragma once
+
+#include "Components.h"
+#include <cstdint>
+#include <memory>
+#include <typeindex>
+#include <unordered_map>
+#include <utility>
+#include <vector>
+
+class ComponentManager {
+public:
+ static ComponentManager & GetInstance(); //Singleton
+
+ ComponentManager(const ComponentManager &) = delete; //Singleton
+ ComponentManager(ComponentManager &&) = delete; //Singleton
+ ComponentManager & operator=(const ComponentManager &) = delete; //Singleton
+ ComponentManager & operator=(ComponentManager &&) = delete; //Singleton
+
+ template <typename T, typename... Args>
+ void AddComponent(std::uint32_t id,
+ Args &&... args); //Add a component of a specific type
+ template <typename T>
+ void DeleteComponentsById(
+ std::uint32_t id); //Deletes all components of a specific type and id
+ template <typename T>
+ void DeleteComponents(); //Deletes all components of a specific type
+ void DeleteAllComponentsOfId(
+ std::uint32_t id); //Deletes all components of a specific id
+ void DeleteAllComponents(); //Deletes all components
+
+ template <typename T>
+ std::vector<std::reference_wrapper<T>> GetComponentsByID(std::uint32_t id)
+ const; //Get a vector<> of all components at specific type and id
+ template <typename T>
+ std::vector<std::reference_wrapper<T>> GetComponentsByType()
+ const; //Get a vector<> of all components of a specific type
+
+private:
+ static ComponentManager mInstance; //Singleton
+
+ ComponentManager(); //Singleton
+
+ /*
+ * The std::unordered_map<std::type_index, std::vector<std::vector<std::unique_ptr<Component>>>> below might seem a bit strange, let me explain this structure:
+ * The std::unordered_map<> has a key and value. The key is a std::type_index and the value is a std::vector. So, a new std::vector will be created for each new std::type_index.
+ * The first std::vector<> stores another vector<>. This first vector<> is to bind the entity's id to a component.
+ * The second std::vector<> stores unique_ptrs. Each component can be gathered via an unique_ptr. This second vector<> allows multiple components of the same std::type_index for one entity (id).
+ */
+ std::unordered_map<std::type_index,
+ std::vector<std::vector<std::unique_ptr<Component>>>>
+ mComponents;
+};
+
+#include "ComponentManager.hpp"
diff --git a/mwe/ecs-homemade/inc/ComponentManager.hpp b/mwe/ecs-homemade/inc/ComponentManager.hpp
new file mode 100644
index 0000000..d6da8e8
--- /dev/null
+++ b/mwe/ecs-homemade/inc/ComponentManager.hpp
@@ -0,0 +1,127 @@
+
+template <typename T, typename... Args>
+void ComponentManager::AddComponent(std::uint32_t id, Args &&... args) {
+ std::type_index type = typeid(
+ T); //Determine the type of T (this is used as the key of the unordered_map<>)
+
+ if (mComponents.find(type)
+ == mComponents
+ .end()) { //Check if this component type is already in the unordered_map<>
+ mComponents[type] = std::vector<std::vector<std::unique_ptr<
+ Component>>>(); //If not, create a new (empty) vector<> of vector<unique_ptr<Component>>
+ }
+
+ if (id
+ >= mComponents[type]
+ .size()) { //Resize the vector<> if the id is greater than the current size
+ mComponents[type].resize(
+ id
+ + 1); //Initialize new slots to nullptr (resize does automatically init to nullptr)
+ }
+
+ mComponents[type][id].push_back(std::make_unique<T>(std::forward<Args>(
+ args)...)); //Create a new component of type T using perfect forwarding and store its unique_ptr in the vector<>
+}
+
+template <typename T>
+void ComponentManager::DeleteComponentsById(std::uint32_t id) {
+ std::type_index type = typeid(
+ T); //Determine the type of T (this is used as the key of the unordered_map<>)
+
+ if (mComponents.find(type)
+ != mComponents.end()) { //Find the type (in the unordered_map<>)
+ std::vector<std::vector<std::unique_ptr<Component>>> & componentArray
+ = mComponents[type]; //Get the correct vector<>
+
+ if (id
+ < componentArray
+ .size()) { //Make sure that the id (that we are looking for) is within the boundaries of the vector<>
+ componentArray[id]
+ .clear(); //Clear the whole vector<> of this specific type and id
+ }
+ }
+}
+
+template <typename T>
+void ComponentManager::DeleteComponents() {
+ std::type_index type = typeid(
+ T); //Determine the type of T (this is used as the key of the unordered_map<>)
+
+ if (mComponents.find(type)
+ != mComponents.end()) { //Find the type (in the unordered_map<>)
+ mComponents[type]
+ .clear(); //Clear the whole vector<> of this specific type
+ }
+}
+
+template <typename T>
+std::vector<std::reference_wrapper<T>>
+ComponentManager::GetComponentsByID(std::uint32_t id) const {
+ std::type_index type = typeid(
+ T); //Determine the type of T (this is used as the key of the unordered_map<>)
+
+ std::vector<std::reference_wrapper<T>>
+ componentVector; //Create an empty vector<>
+
+ if (mComponents.find(type)
+ != mComponents.end()) { //Find the type (in the unordered_map<>)
+
+ const std::vector<std::vector<std::unique_ptr<Component>>> &
+ componentArray
+ = mComponents.at(type); //Get the correct vector<>
+
+ if (id
+ < componentArray
+ .size()) { //Make sure that the id (that we are looking for) is within the boundaries of the vector<>
+ for (const std::unique_ptr<Component> & componentPtr :
+ componentArray[id]) { //Loop trough the whole vector<>
+ T * castedComponent = static_cast<T *>(
+ componentPtr.get()); //Cast the unique_ptr to a raw pointer
+
+ if (castedComponent) { //Ensure that the cast was successful
+ componentVector.push_back(
+ *castedComponent); //Add the dereferenced raw pointer to the vector<>
+ }
+ }
+ }
+ }
+
+ return componentVector; //Return the vector<>
+}
+
+template <typename T>
+std::vector<std::reference_wrapper<T>>
+ComponentManager::GetComponentsByType() const {
+ std::type_index type = typeid(
+ T); //Determine the type of T (this is used as the key of the unordered_map<>)
+
+ std::vector<std::reference_wrapper<T>>
+ componentVector; //Create an empty vector<>
+ //std::uint32_t id = 0; //Set the id to 0 (the id will also be stored in the returned vector<>)
+
+ if (mComponents.find(type)
+ != mComponents.end()) { //Find the type (in the unordered_map<>)
+
+ const std::vector<std::vector<std::unique_ptr<Component>>> &
+ componentArray
+ = mComponents.at(type); //Get the correct vector<>
+
+ for (const std::vector<std::unique_ptr<Component>> & component :
+ componentArray) { //Loop through the whole vector<>
+ for (const std::unique_ptr<Component> & componentPtr :
+ component) { //Loop trough the whole vector<>
+ T * castedComponent = static_cast<T *>(
+ componentPtr.get()); //Cast the unique_ptr to a raw pointer
+
+ if (castedComponent) { //Ensure that the cast was successful
+ componentVector.emplace_back(std::ref(
+ *castedComponent)); //Pair the dereferenced raw pointer and the id and add it to the vector<>
+ }
+ }
+
+ //++id; //Increase the id (the id will also be stored in the returned vector<>)
+ }
+ }
+
+ return componentVector; //Return the vector<>
+}
diff --git a/mwe/ecs-homemade/inc/Components.h b/mwe/ecs-homemade/inc/Components.h
new file mode 100644
index 0000000..98c5fe7
--- /dev/null
+++ b/mwe/ecs-homemade/inc/Components.h
@@ -0,0 +1,33 @@
+#pragma once
+
+#include <string>
+
+class Component {
+public:
+ Component();
+
+ bool mActive;
+};
+
+class Sprite : public Component {
+public:
+ Sprite(std::string path);
+
+ std::string mPath;
+};
+
+class Rigidbody : public Component {
+public:
+ Rigidbody(int mass, int gravityScale, int bodyType);
+
+ int mMass;
+ int mGravityScale;
+ int mBodyType;
+};
+
+class Colider : public Component {
+public:
+ Colider(int size);
+
+ int mSize;
+};
diff --git a/mwe/ecs-homemade/inc/GameObjectMax.h b/mwe/ecs-homemade/inc/GameObjectMax.h
new file mode 100644
index 0000000..3029053
--- /dev/null
+++ b/mwe/ecs-homemade/inc/GameObjectMax.h
@@ -0,0 +1,20 @@
+#pragma once
+
+#include <cstdint>
+#include <string>
+
+class GameObject {
+public:
+ GameObject(std::uint32_t id, std::string name, std::string tag, int layer);
+
+ template <typename T, typename... Args>
+ void AddComponent(Args &&... args);
+
+ std::uint32_t mId;
+ std::string mName;
+ std::string mTag;
+ bool mActive;
+ int mLayer;
+};
+
+#include "GameObjectMax.hpp"
diff --git a/mwe/ecs-homemade/inc/GameObjectMax.hpp b/mwe/ecs-homemade/inc/GameObjectMax.hpp
new file mode 100644
index 0000000..91d51ea
--- /dev/null
+++ b/mwe/ecs-homemade/inc/GameObjectMax.hpp
@@ -0,0 +1,7 @@
+#include "ComponentManager.h"
+
+template <typename T, typename... Args>
+void GameObject::AddComponent(Args &&... args) {
+ ComponentManager::GetInstance().AddComponent<T>(
+ mId, std::forward<Args>(args)...);
+}
diff --git a/mwe/ecs-homemade/src/ComponentManager.cpp b/mwe/ecs-homemade/src/ComponentManager.cpp
new file mode 100644
index 0000000..536c152
--- /dev/null
+++ b/mwe/ecs-homemade/src/ComponentManager.cpp
@@ -0,0 +1,23 @@
+#include "ComponentManager.h"
+
+ComponentManager ComponentManager::mInstance;
+
+ComponentManager & ComponentManager::GetInstance() { return mInstance; }
+
+ComponentManager::ComponentManager() {}
+
+void ComponentManager::DeleteAllComponentsOfId(std::uint32_t id) {
+ for (auto & [type, componentArray] :
+ mComponents) { //Loop through all the types (in the unordered_map<>)
+ if (id
+ < componentArray
+ .size()) { //Make sure that the id (that we are looking for) is within the boundaries of the vector<>
+ componentArray[id]
+ .clear(); //Clear the components at this specific id
+ }
+ }
+}
+
+void ComponentManager::DeleteAllComponents() {
+ mComponents.clear(); //Clear the whole unordered_map<>
+}
diff --git a/mwe/ecs-homemade/src/Components.cpp b/mwe/ecs-homemade/src/Components.cpp
new file mode 100644
index 0000000..c8347b3
--- /dev/null
+++ b/mwe/ecs-homemade/src/Components.cpp
@@ -0,0 +1,11 @@
+#include "Components.h"
+#include <iostream>
+
+Component::Component() : mActive(true) {}
+
+Sprite::Sprite(std::string path) : mPath(path) {}
+
+Rigidbody::Rigidbody(int mass, int gravityScale, int bodyType)
+ : mMass(mass), mGravityScale(gravityScale), mBodyType(bodyType) {}
+
+Colider::Colider(int size) : mSize(size) {}
diff --git a/mwe/ecs-homemade/src/GameObjectMax.cpp b/mwe/ecs-homemade/src/GameObjectMax.cpp
new file mode 100644
index 0000000..b0c5af7
--- /dev/null
+++ b/mwe/ecs-homemade/src/GameObjectMax.cpp
@@ -0,0 +1,7 @@
+#include "GameObjectMax.h"
+
+#include "ComponentManager.h"
+
+GameObject::GameObject(std::uint32_t id, std::string name, std::string tag,
+ int layer)
+ : mId(id), mName(name), mTag(tag), mActive(true), mLayer(layer) {}
diff --git a/mwe/ecs-homemade/src/main.cpp b/mwe/ecs-homemade/src/main.cpp
new file mode 100644
index 0000000..330e154
--- /dev/null
+++ b/mwe/ecs-homemade/src/main.cpp
@@ -0,0 +1,59 @@
+#include <chrono>
+#include <cstdint>
+#include <iostream>
+#include <vector>
+
+#include "ComponentManager.h"
+#include "Components.h"
+#include "GameObjectMax.h"
+
+int main() {
+ auto startAdding = std::chrono::high_resolution_clock::now();
+
+ GameObject * gameObject[100000];
+
+ for (int i = 0; i < 100000; ++i) {
+ gameObject[i] = new GameObject(i, "Name", "Tag", 0);
+
+ gameObject[i]->AddComponent<Sprite>("C:/Test");
+ gameObject[i]->AddComponent<Rigidbody>(0, 0, i);
+ gameObject[i]->AddComponent<Colider>(i);
+ }
+
+ auto stopAdding = std::chrono::high_resolution_clock::now();
+
+ //This is what systems would do:
+
+ std::vector<std::reference_wrapper<Sprite>> sprites
+ = ComponentManager::GetInstance().GetComponentsByType<Sprite>();
+ for (Sprite & sprite : sprites) {
+ //std::cout << sprite.get().mPath << std::endl;
+ }
+ //std::cout << std::endl;
+
+ std::vector<std::reference_wrapper<Rigidbody>> rigidBodies
+ = ComponentManager::GetInstance().GetComponentsByType<Rigidbody>();
+ for (Rigidbody & rigidbody : rigidBodies) {
+ //std::cout << rigidbody.get().mMass << " " << rigidbody.get().mGravityScale << " " << rigidbody.get().mBodyType << std::endl;
+ }
+ //std::cout << std::endl;
+
+ std::vector<std::reference_wrapper<Colider>> coliders
+ = ComponentManager::GetInstance().GetComponentsByType<Colider>();
+ for (Colider & colider : coliders) {
+ //std::cout << colider.get().mSize << std::endl;
+ }
+
+ auto stopLooping = std::chrono::high_resolution_clock::now();
+
+ for (int i = 0; i < 100000; ++i) {
+ delete gameObject[i];
+ }
+
+ auto Addtime = std::chrono::duration_cast<std::chrono::microseconds>(
+ stopAdding - startAdding);
+ auto LoopTime = std::chrono::duration_cast<std::chrono::microseconds>(
+ stopLooping - stopAdding);
+ std::cout << "AddTime: " << Addtime.count() << " us" << std::endl;
+ std::cout << "LoopTime: " << LoopTime.count() << " us" << std::endl;
+}